// Copyright 叶湘 ( weixin:yexiang841, email:yexiang841@qq.com ), Shitouren Studio. All Rights Reserved.

#pragma once

#include "CoreMinimal.h"
#include "Engine/DataTable.h"
#include "Q3D_CPPS_Input_AxisMapping.generated.h"

/**
 * 
 */
USTRUCT(BlueprintType, Category = Q3D_AxisMapping, meta = (Tooltip = "AxisMapping初始化结构体(C++)"))
struct FQ3D_CPPS_Input_AxisMapping : public FTableRowBase
{
	GENERATED_USTRUCT_BODY()

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Q3D_AxisMapping, meta = (Tooltip = "模式名"))
	FName KeyMapping_AxisName;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Q3D_AxisMapping, meta = (Tooltip = "比率"))
	float KeyMapping_Scale = 0.0f;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Q3D_AxisMapping, meta = (Tooltip = "键名"))
	FKey KeyMapping_Key;
};
